Count_Zero
Adventurer
For what I'm personally looking for:
I want a, basically, modular cyberpunk RPG. If I want fantasy elements like Shadowrun, I can use the magic rules (or take them out if my setting doesn't do that), some rules for powered armor or moderately large monsters if I'm doing something like Appleseed or Bubblegum Crisis, and a choice of light or heavy hacking rules depending on how much the group wants hacking to be a part of the game.
And I really don't want to do it in a Fate or Blades derivative. The way I teach myself a game to run it is to run a solo adventure or campaign with some pre-gens I've created myself - and while I appreciate what those games do, the way they handle game narrative basically means that for me to feel comfortable enough with the game to run it myself, I'd have to play a game that someone else was running first... and nobody in my group is interested in running cyberpunk at the moment.
I want a, basically, modular cyberpunk RPG. If I want fantasy elements like Shadowrun, I can use the magic rules (or take them out if my setting doesn't do that), some rules for powered armor or moderately large monsters if I'm doing something like Appleseed or Bubblegum Crisis, and a choice of light or heavy hacking rules depending on how much the group wants hacking to be a part of the game.
And I really don't want to do it in a Fate or Blades derivative. The way I teach myself a game to run it is to run a solo adventure or campaign with some pre-gens I've created myself - and while I appreciate what those games do, the way they handle game narrative basically means that for me to feel comfortable enough with the game to run it myself, I'd have to play a game that someone else was running first... and nobody in my group is interested in running cyberpunk at the moment.